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_id sigradi2004_257
id sigradi2004_257
authors Antonio Serrato-Combe
year 2004
title Something 's gotta give' architectural animations
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Architectural animations are like Harry Langer, a fifty-something entertainment mogul played by best actor nominee Jack Nicholson in the film Something.s Gotta Give. They.ve been surrounded by plenty of pathetic spiritless gimmicks. And, like Harry in the film, they have suffered a heart attack. Harry did not die. Architectural animations are still around, barely. Something.s wrong with them. When Harry begins to recover, he.s surprised to find himself growing fond of a woman his own age (played by best actress nominee Dianne Keaton). This is precisely what should happen to architectural animations. They need to come to terms with more mature attitudes and approaches. This paper presents a new and different approach to architectural animations. In ninety nine percent of the cases, architectural animations have been produced at the end of the design process, just when architects or architecture students are ready to present their schemes to an audience or client group. All design decisions have been made. All aspects of the architectural solutions have been set. Tectonic qualities, lighting schemes, construction approaches, everything has been cast in stone. The animation is simply shown as a public relations gesture to broadcast to the audience that the design team is digitally savvy and uses the latest technologies. The proposition contained herein is that animations be used throughout the design process, that is, from beginning to end.
series SIGRADI
last changed 2016/03/10 08:47

_id eaea2003_25-ws-breen
id eaea2003_25-ws-breen
authors Breen, J.
year 2004
title Towards a Virtual Design Media Museum. Identifying, Structuring and Presenting Design and (Re) Presentation Media Artifacts
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 122-132
summary Designing is largely a process of (inter)active imaging. The evolvement of a design concept from preliminary design proposal towards spatial and material environment generally follows an uncertain path through uncharted landscape; a journey of exploration which requires both rational and creative consideration, frequently involving the interchange of information within a design team and collaboration with representatives from different contributing disciplines. Designs are conceived, worked out and specified step by step (roughly speaking from ‘rough to fine’) in iterative design ‘loops’. All the time the designer tries to determine which ‘course’ should be taken, by considering reference material, by reflecting on conceptions developed previously and by generating specific options aimed at furthering the ‘concretisation’ of the end product. In the course of such a trajectory, visual information is continually being developed, selected, tested, and subsequently either discarded or perfected. From early times architects have been considered not only as knowledgeable ‘experts’ in the field of building as a craft, but also as ‘creative directors’ of such development processes. The architect should be capable of not only conjuring up visions of the future spatial and material form of the building, but also of conveying these to the other ‘actors’ involved in the initiation and building process. Such ‘sharing’ of information is necessary in order to generate sufficient understanding, consensus, enthusiasm, as well as means. To become more than ‘figments of the imagination’, the designer’s ideas need to be ‘pinned down’ (even if they are not yet entirely finished) and communicated by using some form of reliable – and preferably readable – ‘language’ for design development and communication.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 08:43

_id sigradi2004_249
id sigradi2004_249
authors Carlos G. Navia D.
year 2004
title Virtual.comics (v.1)
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Virtual Comics proposed a reflection about digital universe and its capacity to represent real, unreal, imaginary, oneirics, or daily under an only web-multimedial soport. As a result of the project it was appreciated the vision of the students of the world and current society, the difficulty of learning new tools to solve a problem and the strong influence of other cultures that deeply impact our own identity. Reforced the importance of groupal work, the goals fullfilment and a real percepción of the labor life. The job intented to appeal to the man sences, where the user could freely choose the way to go through the story, choosing among other things, the end of these. Different softwares where use to oriented the creation of illustrations, animations and web development.
series SIGRADI
email carlos.navia@inacap.cl
last changed 2016/03/10 08:48

_id 041029_duerr-c
id 041029_duerr-c
authors Dürr, Christian
year 2004
title MORPHOGENESIS – EVOLUTION OF SHAPE; IMAGINATION AMPLIFIER VERSION 1.0
source ETH postgraduate studies final thesis, Zurich
summary The advent of computer technologies in the design-processes has already taken place, is meanwhile ordinary. New design perspectives are opened, and an almost inexhaustable form repertoire is available, even buildable - ‘Nothing is impossible‘. This thesis work deals only with a small clip from there. Essentially it consists of two parts: » MORPHOGENESIS – Evolution of Shape « describes the present situation of generating shape with the help of computers. Some of the technologies that are used for, as comupter-morphing or evolutionary programming, are examined more closely here. »IMAGINATION AMPLIFIER Version 1.0« is an interactive Form-Generator for houses - a House-Machine. The program deals with the possibilities of interpolation and morphing between two, 3 dimensional, states (Startand Target-House) configured by the user. As an output–result, the generator depicts the put in number of steps in between, with characteristic values like cubical contents (V), surface quadrature (A) and the relation between V/A. All the results are stored in a database, where it is possible to select from for new morphing operations, to get in the end closer to a more optimized shape.
series thesis:MSc
type normal paper
last changed 2005/09/09 11:13

_id sigradi2004_307
id sigradi2004_307
authors Eduardo Wagner Rogério
year 2004
title Utilização dos dados do programa de saúde da família como subsídio para a construção de um sistema geográfico de informações [The Use of Data from the "Family Health Program" to support a GIS Construction]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The objective of this paper is to develop a methodology in integrated municipal planning in Family Health, using tools such as the Geographic Information System and programs already implemented in towns, to provide the methodology of sustainable and participative urbanization derived from new federal, state and municipal legislations. By the end of the study it was possible to build a data model spacial oriented, located in Tubarão, Santa Catarina, at Dehon and Morrotes suburbs, achieving about 6 thousand people. The obtained results justify the implementaion of a Geographic Information System in health, in order to manage the daily collected data in Family Health Program, optimizing and helping in the application of public politics. Key words: Family Health, Geographic Information System, Public Politics, Daily Collection.
series SIGRADI
email morroabaixo@hotmail.com
last changed 2016/03/10 08:51

_id fa6e
id fa6e
authors Escayola, Rosa María; Bauleo, Silvina A.; Diez, Leonardo Pablo
year 2004
title DISTANCE TEACHING OF MATHEMATICS FOR STUDENTS OF ARCHITECTURE: IS IT POSSIBLE?
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 105-109.
summary On the basis of our experience as teachers of Mathematics in the School of Architecture of the University of Buenos Aires and with the support of an expert designer of image and sound, we undertook the task of distance teaching the subject Mathematics II for students of Architecture. The academic guidance of Ms Spinadel, PhD, the university’s authorization and the support of a computer platform provided by Nueva Internet S.A. have enabled the completion of this project. We were encouraged to set up the distance teaching of the subject by the many advantages the system offers, namely, the chance for students to work at home with a computer-based platform containing all of the subject’s contents and to integrate and apply all the knowledge acquired in architectural contexts; and the chance for teachers to offer on-line guidance and tutorials. Distance teaching is not to be understood or configured as an accumulation of calculus procedures. Rather, it should be thought of as having the major aim of promoting the full development of the students’ imagination for the solution of architectural design problems. For that purpose, students must become familiar with the interface to be used as the virtual classroom, read the theoretical introduction to every one of the units, solve application problems (the students are provided with all the material, which they can visualize on line or print), and send their tutor all the queries they may have so that the process of teaching and learning is facilitated and enriched. The solution to exercises is presented in a didactic manner and students can resort to additional bibliography, image and formula galleries and a technical help forum provided by the software firm. A virtual classroom has been set up where students and teachers interact all the time. Students must also submit integrative assignments, which are corrected by the tutor and will form part of the subject’s final assessment, together with an in-person exam at the end of the semester. Excellent results have been obtained so far, being that this is the first time a subject of the Architecture course is taught this way. This paper is intended to share this experience and show how, in spite of the modality of the subject, the interaction achieved between students and teachers has proved to be very enriching.
series other
type normal paper
email vspinade@fibertel.com.ar
last changed 2005/04/07 10:50

_id avocaad_2003_18
id avocaad_2003_18
authors Henri Achten, Jos van Leeuwen and Sverker Fridqvist
year 2003
title Communicating Concepts for Shared Understanding: A Multi-Agent Approach
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary Capturing and sharing design concepts is necessary if we want to support the design process by means of Information & Communication Technology (ICT). Standardized concepts are important for support at the end of the design process when designs need to conform to set standards and norms, and in order to enable communication, but are less useful in the early design stages. We propose an approach that takes into account a more developmental attitude that will be better suited for design support and the sharing of design concepts. In this approach, design concepts are formalised by means of a technology called concept modelling. Capturing and exchange of concepts are based on a multi-agent approach. The whole of concepts that are used in a domain or for a design task can be considered a design ontology. In this paper we outline the motivations for the research, outline the basic approach in the research work, and identify the major challenges and research problems that need to be tackled.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email h.h.achten@bwk.tue.nl
last changed 2006/01/16 20:38

_id acadia04_256
id acadia04_256
authors Jabi, Wassim
year 2004
title Digital Tectonics: The intersection of the physical and the virtual
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 256-269
summary The advent of automated manufacturing processes and the possibility of directly translating virtual creations into physical artifacts brought forth the possibility of exploring a digital tectonic: the poetics of digitally conceived, structurally clarified and directly manufactured architecture. CAD/CAM equipment is being rapidly installed in schools of architecture without much thought given to its effect on the tradition of tectonics. To investigate these effects, this paper includes discussions of the tradition of architectural tectonics and of more recent works that illustrate the possibilities of digital tectonics. This discussion is followed by a brief survey of some of the research in the area of analog/digital pedagogy. Additionally, two experiments were conducted in an academic course setting that explored analog, digital, and hybrid approaches to the creation of architectural artifacts. The physical and virtual artifacts from the two experiments were analyzed and commonalities and differences were discerned. The research project reported in this paper further clarifies the notion of digital tectonics as the poetics of digitally constructed assemblages, and points to possible pitfalls of using CAD/CAM equipment that disregard the materiality of components and their interconnectedness.
keywords Digital Tectonics, Fabrication, CAD/CAM, Virtual Reality, Collaboration
series ACADIA
email jabi@njit.edu
last changed 2010/05/16 07:09

_id 2004_435
id 2004_435
authors Jemtrud, Michael
year 2004
title Between Mediation and Making CIMSp: A Technoètic Modus Operandi
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 435-442
summary The following paper describes an ongoing research project whose goal is to define a scalable, hybrid production and deployment protocol (CIMSp) for the creation of virtual environments (VE). Ultimately, the aim is to establish a creative workflow and infrastructure that embodies architectural and urban design activity as practiced by the research unit. The objective of the present paper is to schematically outline the current state of the research and its practical and theoretical context for further development. A theoretical position will be stated which assumes that the content, tool, epistemological, and speculative realms are consubstantial (technoèsis). The practical endeavour is to create the informational and embodied temporal--spatial condition of possibility for the imaginative production of cultural artifacts. It must accommodate varying individual and collaborative forms and styles of making and no presumption of a self-enclosed and referential system is made. A critical position is particularly compelling when this production is immersed in technological modalities of making where information and embodiment are inextricably intertwined. CIMSp is based on the workflow from acquisition and creation to output and storage. The work environment is comprised of a select set of software applications and visualization technologies. Secondly, an XML-based content and information management system is under construction to ensure project quality control, rigorous documentation practices, and bi-directional knowledge feedback procedures to enable an effective and resource-full workflow. Lastly, scalability of output modalities for use in the design process and for final presentation from WWW deployment to a high-resolution collaborative work environment (CWE) is being developed. The protocol is a multiuser mode of creation and production that aims to transform the technologies and their interrelation, thus dramatically impacting the creative process and intended content. It is a digital production workflow that embodies intensive visualization criteria demanded by the end users. The theoretical and practical intention of CIMSp is to provisionally structure the collaborative creative process and enable a choreographed movement between the realms of the technologically mediated and made in the pursuit of significant digital content creation.
series eCAADe
last changed 2004/09/18 06:45

_id 503caadria2004
id 503caadria2004
authors Jin Kook Lee, Hyun-Soo Lee
year 2004
title HCIS: the Housing Context Inference System Model for Smart Space
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 759-776
summary This research is about the basic methods in making computers understand human behavior in an architectural space in regards to reaction to interaction between the machine and human. Its ultimate objective is to analyze the related technology making this series of works possible synthetically on the basis of information system within architectural territoriality. In the end it is expected to offer a theoretical basis to embody smart space, up-to-date and intelligent architectural space. There are two issues that motivate this research: what are the Housing Context and its Inference System, and how smart space can infer the Housing Context and react with proper response. The Husing Context consists of 1) state of user, 2) state of physical environment, 3) state of computational environment, 4) history of user-environment interaction and 5) architectural territoriality. Especially, spatial information of architectural territoriality is a significant key of HCIS. Spatial divisions and boundaries made of architectural elements or facilities determinate their own micro-territorialities. Ontologies are used to describe the Housing Context predicate. In this paper, we can say that the Housing Context and the Housing Log(history of user-environment interaction, a set of the Housing Context) written by ontologies can be a beneficial model of HCIS. Furthermore, we can develop the Housing Log Databases and its variable applications that have enabled to make simulating and analyzing tool of design, the Augmented Web Presence and the other helpful applications.
series CAADRIA
email scout@yonsei.ac.kr
last changed 2004/05/20 17:43

_id eaea2003_24-ws-joklova-kosco
id eaea2003_24-ws-joklova-kosco
authors Joklova, V., Kosco, I.
year 2004
title Virtual Communication and IT in Architectural Education and Practice
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 116-121
summary Research and innovation in the field of IT and communication facilities and technologies represents a new dimension, characteristic for the end of 20th and beginning of 21st century. Information technologies provide great opportunities in the process of architectural and urban design creation and spatial evaluation. They are very powerful tools for the architect, either in practice or still student, to express his thoughts, work, design. Information technologies also present strong means for communication in the process of generation of architectural and urban design. Main target in the educational activity of the Department of Computer Aided Architectural Design at the Faculty of Architecture is to train students in making the most efficient choices for software methods and technologies, which they use in their studio project works in architecture, landscape design, interior or industrial design. The aspects of teaching, research activity and own architectural practice creativity is in many way stressed.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 08:43

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 5-14
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2004/05/20 16:37

_id ascaad2004_paper22
id ascaad2004_paper22
authors Leifer, David and John M. Leifer
year 2004
title Towards Computer Aided Life-Cycle Costing
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Sustainability is recognised as a necessary public good. Building sustainable buildings requires architectural methods, specifically CAD systems, that include suitable predictions of long term performance. Unfortunately the predominant view in the Building Industries of the Developed world is essentially short term; this is because building developers – not being the end users - are essentially interested in short term profit. Until they can see the ‘value-added’ by sustainability impacting on the selling price of their buildings, they will not be motivated to build ‘sustainably’. This paper describes the issues that have led to this situation. It discussed how the advent of computers has allowed life-cycle data to be gathered over time, and may be included intro CAD system databases to enable sustainability performance predictions to be made. Once made we are now able to reap the benefits by performance benchmarking. The availability of this building performance information on-line is making life-cycle costing more readily available, and more accurate, allowing building developers, owners and users to make rapid and timely feasibility studies well in advance of design. This also allows owners to test various capital to operating cost options in order to get the best economic performance over time, as well as map future capital replacement cycles. These emerging possibilities are discussed in this paper.
series ASCAAD
email dleifer@arch.usyd.edu.au
last changed 2007/04/08 17:47

_id liewh_pdh_2004
id liewh_pdh_2004
authors Liew, Haldane
year 2004
title SGML: a meta-language for shape grammars
source PhD dissertation, Department of Architecture, Massachusetts Institute of Technology, Cambridge, Mass
summary A shape grammar develops a drawing through a series of transformations by repeatedly applying if-then rules. Although the rules can be designed, in principle, to construct any type of drawing, the drawings they construct may not necessarily develop in the manner intended by the designer of the grammar. In this thesis, I introduce a shape grammar meta-language that adds power to grammars based on the shape grammar language. Using the shape grammar meta-language, the author of a grammar can: (1) explicitly determine the sequence in which a set of rules is applied; (2) restrict rule application through a filtering process; and (3) use context to guide the rule matching process, all of which provide a guided design experience for the user of the grammar. Three example grammars demonstrate the effectiveness of the meta-language. The first example is the Bilateral Grid grammar which demonstrates how the meta-language facilitates the development of grammars that offer users multiple design choices. The second grammar is the Hexagon Path grammar which demonstrates how the metalanguage is useful in contexts other than architectural design. The third and most ambitious example is the Durand grammar which embodies the floor plan design process described in Précis of the Lectures of Architecture, written by JNL Durand, an eighteenth century architectural educator. Durand's floor plan design process develops a plan through a series of transformations from grid to axis to parti to wall. The corresponding Durand grammar, which consists of 74 rules and 15 macros organized into eight stages, captures Durand's ideas and fills in gaps in Durand's description of his process. A key contribution of this thesis is the seven descriptors that constitute the meta-language. The descriptors are used in grammar rules: (1) to organize a set of rules for the user to choose from; (2) to group together a series of rules; (3) to filter information in a drawing; (4) to constrain where a rule can apply; and (5) to control how a rule is applied. The end result is a language that allows the author to create grammars that guide users by carefully controlling the design process in the manner intended by the author.
series thesis:PhD
email haldane@mit.edu
last changed 2005/09/09 10:58

_id ijac20042404
id ijac20042404
authors Schnabel, Marc Aurel; Kvan, Thomas; Kuan, Steve K.S.; Li, Weidong
year 2004
title 3D Crossover: exploring objets digitalisé
source International Journal of Architectural Computing vol. 2 - no. 4, 476-490
summary By merging a range of digital and physical media, the architectural design process is enriched by different perceptions, comprehensions and conceptions of spatial volumes within both physical and virtual environments. The use of digital media often confines the design process to only the digital realm; in this class, students moved fluidly back and forth from digital to physical using digital tools in unorthodox ways. These different media transformed the design process from a tangible portrayal of architectural design to a virtual portrayal, and vice versa. With this interchanging and crossing over of design environments from reality to virtuality the limits of each one are dismantled, both realms can be brought together in an overall process that led to alternative form findings and resulting designs. This work lies in the tradition of artists who push media to explore new interpretations both of the media themselves and of their artwork.
series journal
email marcaurel@arch.hku.hk
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 06:08

_id 2004_358
id 2004_358
authors Serrato-Combe, Antonio
year 2004
title Something’s Gotta Give - Architectural Animations
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 358-365
summary Architectural animations are like Harry Langer, a fifty-something entertainment mogul played by best actor nominee Jack Nicholson in the film Something’s Gotta Give. They’ve been surrounded by plenty of pathetic spiritless gimmicks. And, like Harry in the film, they have suffered a heart attack. Harry did not die. Architectural animations are still around, barely. Something’s wrong with them. When Harry begins to recover, he’s surprised to find himself growing fond of a woman his own age (played by best actress nominee Dianne Keaton). This is precisely what should happen to architectural animations. They need to come to terms with more mature attitudes and approaches. This paper presents a new and different approach to architectural animations. In ninety nine percent of the cases, architectural animations have been produced at the end of the design process, just when architects or architecture students are ready to present their schemes to an audience or client group. All design decisions have been made. All aspects of the architectural solutions have been set. Tectonic qualities, lighting schemes, construction approaches, everything has been cast in stone. The animation is simply shown as a public relations gesture to broadcast to the audience that the design team is digitally savvy and uses the latest technologies. The proposition contained herein is that animations be used throughout the design process, that is, from beginning to end.
series eCAADe
last changed 2004/09/18 06:45

_id 2004_593
id 2004_593
authors Stellingwerff, Martijn and Kuhk, Annette
year 2004
title 3D/4D Communication Tools for Facilitators in Public Participation
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 593-600
summary The international research project, Planning Inclusion of Clients through e-Training, (PICT) aims at developing various computerised tools and training programmes to enhance public participation in local urban projects. This article presents a communication strategy and two tools, which were applied in a pilot study in Brussels Capital Region. The communication strategy involves the use of multiple channels to introduce, inform and involve people to the urban planning debates. The first tool, called ‘3D-projection’, combines an urban scale-model of the neighbourhood with an interactive projection. Thus, parts of the model are related to photographic and computer-graphic impressions of the existing or future streetscape. The end-user can develop a thorough understanding of the presented changes in the built environment. Getting involved and being informed are made easier. The second tool, called ‘4D-viewer’, combines planning and design software into evaluative 3D-renderings which visualise the change of a site over time. This tool is supposed to be helpful at meetings of planners, architects and local actors and residents. The paper introduces the PICT project and the specific planning-approach of Neighbourhood Contracts in Brussels Capital Region. Then, we will describe the communication strategy and present the general concept of the two systems as well as their application in the pilot study for the ‘Brabant Groen’ Neighbourhood Contract. Finally, we will discuss our experiences with the system and plans for the future.
keywords Public Participation, Design & Decision Support Systems, Digital City Modelling, Interface-Design
series eCAADe
email M.C.Stellingwerff@bk.tudelft.nl
last changed 2004/09/18 06:45

_id 2004_553
id 2004_553
authors Wojtowicz, J., Shakarchi, A. and Takeyama, M.
year 2004
title dWall – Case of VDS Baghdad
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 553-557
summary Virtual Design Studio students and teachers of architecture in Canada, Japan and United Arab Emirates worked on the central area of University of Baghdad and examined its main square by proposing designs ideas and projects while sharing dynamic web portal. The narrative aspect of the digital media redefines the nature of design practice by making the creative process more democratic and transparent. Communicating design progress across temporal and geographic borders we can publish it instantly and make design accessible at different stages of its development for the benefit of distant collaborators, as well as general public. Baghdad remains site of traumatic conflict. Approaching aftermath of this war, creates unique opportunity to challenge the role of students of design. Among issues raised by this studio were: While apart - we will share and design for the betterment of the future condition of man people. We will consider not only possible futures, but also importance of the tradition while constructing our proposals in hope for both peace and democracy. However, the ongoing Globalization patterns are subject to the growing reassessment by many. What is the role of the central square in the campus of University of Baghdad in the XXI century? How can architecture and new media contribute to the peace making under such a circumstance as Iraq is facing at present? These were fundamental questions that the students needed to deal with. This paper presents the dynamic collaborative environment as well as diverse Digital Democracy Wall projects formulated in this distributed situation.
keywords Virtual Design Studio; VDS; Baghdad; Architecture; Democracy
series eCAADe
last changed 2004/09/18 06:45

_id ijac20032205
id ijac20032205
authors Yi-Luen Do, Ellen; Gross, Mark D.
year 2004
title Let There be Light! Knowledge-Based 3-D Sketching Design Tools
source International Journal of Architectural Computing vol. 2 - no. 2
summary This paper presents a framework for 3D knowledgebasedsketching tools for lighting design and twosoftware prototypes built to illustrate sketch-basedinteraction with intelligent systems in 3-D domains.Spot supports direct sunlight simulation andvisualization in a selected time period and Light Pensupports placement of electric lighting designs to lightan intended area in space. In both examples, a 3-Dsketching front-end is coupled with a back-endknowledge-based system. This enables a designer topose a problem by drawing onto a 3-D model towhich the knowledge-based system offers a solution –in one case by providing quantitative data analysis; inthe other by modifying the 3-D model. Spot and LightPen’s specific domain of architectural lighting designexemplifies a more general class of 3-D interactionwith intelligent systems.
series journal
email ellendo@u.washington.edu
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 06:08

_id 505caadria2004
id 505caadria2004
authors Yun Gil Lee, Il Ju Lee, Jin Won Choi
year 2004
title Location Modeling for Ubiquitous Computing Based on a Spatial Information Management Technology
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 787-802
summary Location modeling, which generally has influence on location-aware applications, is a critical and interesting aspect. In the ubiquitous computing, location modeling has been discussed as one of fundamental research subject, because a location is a very essential element of contexts and useful information for other applications related with ubiquitous computing. Especially, location modeling in architectural space should be defined through the comprehension of the physical environment, because the users' (or objects) location does not only mean numerical coordinates, but also refers to the situation related to users' (or objects) physical contexts. In other hands, location model for architectural space should be based on the simplification of complicated physical environment, the consideration of corresponding various changes, and also the definition for the relationship of spatial information. Traditionally, those issues have been actively studied in the fields of CAAD (Computer Aided Architectural Design) research and could used effectively for ubiquitous computing system. This paper proposes the location model and its utilization method which can be applied on making the ubiquitous computing system in the architectural space based on CAAD theories. At the end of the paper, we present a CAAD system, called “Vitruius”, in order to define architectural spaces appropriately and manage them easily for the ubiquitous computing environment.
series CAADRIA
email jchoi@yonsei.ac.kr
last changed 2004/05/20 17:43

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